{"id":7090,"date":"2023-10-24T00:32:41","date_gmt":"2023-10-24T00:32:41","guid":{"rendered":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/?p=7090"},"modified":"2023-10-24T17:16:16","modified_gmt":"2023-10-24T17:16:16","slug":"final-project-proposal-procedural-terrain-generation","status":"publish","type":"post","link":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/2023\/10\/24\/final-project-proposal-procedural-terrain-generation\/","title":{"rendered":"Final Project Proposal: Procedural Terrain Generation"},"content":{"rendered":"\n<figure class=\"wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\">\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"576\" data-id=\"7095\" src=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-1024x576.png\" alt=\"\" class=\"wp-image-7095\" srcset=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-1024x576.png 1024w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-300x169.png 300w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-768x432.png 768w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-1536x864.png 1536w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-1140x641.png 1140w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-920x518.png 920w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-575x323.png 575w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise-380x214.png 380w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/Layered-perlin-noise.png 1920w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">Perlin Noise to Map Comparison<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"576\" data-id=\"7098\" src=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-1024x576.jpg\" alt=\"\" class=\"wp-image-7098\" srcset=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-1024x576.jpg 1024w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-300x169.jpg 300w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-768x432.jpg 768w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-1140x641.jpg 1140w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-920x518.jpg 920w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-575x323.jpg 575w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map-380x214.jpg 380w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/3d-Perlin-noise-map.jpg 1280w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">3D Perlin Noise Map<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"853\" data-id=\"7097\" src=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-1024x853.jpg\" alt=\"\" class=\"wp-image-7097\" srcset=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-1024x853.jpg 1024w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-300x250.jpg 300w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-768x640.jpg 768w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-1140x950.jpg 1140w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-920x767.jpg 920w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-575x479.jpg 575w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint-380x317.jpg 380w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/minecraft3dPrint.jpg 1253w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">Minecraft 3D Printed<\/figcaption><\/figure>\n<\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Project Description<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">My main goal for this project is to utilize procedural terrain generation techniques, specifically using Perlin noise, to create a series of 3D-printed Minecraft-style biomes. These 10&#215;10 cm blocks will encapsulate the unique characteristics of various biomes found in the Minecraft game, providing a physical and visually appealing representation of algorithmically generated landscapes.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Deliverables<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Procedural Terrain Generation Script<\/strong>: A Python script that uses Perlin noise and other algorithms to generate terrain heightmaps for different biomes, taking into account features like mountains, rivers, forests, and deserts.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3D Models for 3D Printing<\/strong>: A collection of 3D models of Minecraft biomes (e.g., forest, desert, tundra) that can be 3D printed, each encapsulated in a 10&#215;10 cm block. These models should reflect the terrain generated by the script.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Biome Documentation<\/strong>: A written document describing the algorithmic approach, parameters, and principles used for generating each biome, accompanied by illustrations and diagrams.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Printed Samples<\/strong>: Several 3D-printed prototype blocks representing different biomes, serving as a proof of concept before creating the final prints.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Reference Materials<\/strong>: Guides and documentation that explain the concept of procedural terrain generation, the role of Perlin noise, and how the Minecraft biomes were algorithmically created.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Timeline<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>November 1<\/strong>: Develop and fine-tune the procedural terrain generation script using Perlin noise.<\/li>\n\n\n\n<li><strong>November 15<\/strong>: Create 3D models of Minecraft biomes, integrating the generated terrain features in Rhyno<\/li>\n\n\n\n<li><strong>November 20<\/strong>: 3D print sample blocks for testing and validation.<\/li>\n\n\n\n<li><strong>November 27: <\/strong>Paint the 3D blocks add details etc.<\/li>\n\n\n\n<li><strong>November 30: <\/strong> Document the biome generation process and create the 10x10cm blocks.<\/li>\n\n\n\n<li><strong>December 1<\/strong>: Finalize the project, make any necessary adjustments, and prepare for presentation.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Related Work<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Procedural terrain generation has been a prominent topic in both computer graphics and video game development. Researchers and developers have explored the use of Perlin noise and other noise functions extensively. Studying existing work on terrain generation algorithms will provide valuable insights into creating Minecraft-like biomes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Of course, the main inspiration comes from the game Minecraft; Minecraft is a sandbox video game known for its open-world exploration, creative building, and resource management, allowing players to construct, survive, and embark on adventures in a pixelated, block-based universe.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"885\" height=\"807\" src=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37.png\" alt=\"\" class=\"wp-image-7100\" style=\"aspect-ratio:1.096654275092937;width:257px;height:auto\" srcset=\"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37.png 885w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37-300x274.png 300w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37-768x700.png 768w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37-575x524.png 575w, https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-content\/uploads\/2023\/10\/image-37-380x347.png 380w\" sizes=\"auto, (max-width: 885px) 100vw, 885px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br>The link below is a case study that explores the use of procedural content generation (PCG) for landscape generation in games, offering insights into value noise generation and the use of well-known noise generators like Perlin and Simple Noise. It introduces a novel algorithm designed to create varied island landscapes with different sizes and elevations, providing practical guidance on generating 3D terrain, realism enhancement, and texture application, applicable to a wide range of 3D engines<br><strong>LINK:<\/strong>  <a href=\"https:\/\/eds.s.ebscohost.com\/eds\/detail\/detail?vid=10&amp;sid=432887d9-5a1c-4e68-bfed-ab7405c39554%40redis&amp;bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=edssjb.978.3.319.53088.8.8&amp;db=edssjb\">https:\/\/eds.s.ebscohost.com\/eds\/detail\/detail?vid=10&amp;sid=432887d9-5a1c-4e68-bfed-ab7405c39554%40redis&amp;bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=edssjb.978.3.319.53088.8.8&amp;db=edssjb<\/a><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This study focuses on the application of procedural terrain generation, particularly using Perlin noise, to create 3D hexagonal tiled terrains, addressing the need for tiling support in terrain generation, with potential applications in strategy games and as a post-processing filter for existing terrains.<br><strong>LINK: <\/strong><a href=\"https:\/\/eds.s.ebscohost.com\/eds\/detail\/detail?vid=10&amp;sid=432887d9-5a1c-4e68-bfed-ab7405c39554%40redis&amp;bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=edssjb.978.3.319.53088.8.8&amp;db=edssjb\" data-type=\"link\" data-id=\"https:\/\/eds.s.ebscohost.com\/eds\/detail\/detail?vid=10&amp;sid=432887d9-5a1c-4e68-bfed-ab7405c39554%40redis&amp;bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=edssjb.978.3.319.53088.8.8&amp;db=edssjb\">https:\/\/eds.s.ebscohost.com\/eds\/detail\/detail?vid=10&amp;sid=432887d9-5a1c-4e68-bfed-ab7405c39554%40redis&amp;bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=edssjb.978.3.319.53088.8.8&amp;db=edssjb<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Project Description My main goal for this project is to utilize procedural terrain generation techniques, specifically using Perlin noise, to create a series of 3D-printed Minecraft-style biomes. These 10&#215;10 cm blocks will encapsulate the unique characteristics of various biomes found in the Minecraft game, providing a physical and visually appealing representation of algorithmically generated landscapes. Deliverables Procedural Terrain Generation Script: [&hellip;]<\/p>\n","protected":false},"author":20,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[39,24],"tags":[],"class_list":["post-7090","post","type-post","status-publish","format-standard","hentry","category-proposal_23","category-studentwork23"],"_links":{"self":[{"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/posts\/7090","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/users\/20"}],"replies":[{"embeddable":true,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/comments?post=7090"}],"version-history":[{"count":6,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/posts\/7090\/revisions"}],"predecessor-version":[{"id":7108,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/posts\/7090\/revisions\/7108"}],"wp:attachment":[{"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/media?parent=7090"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/categories?post=7090"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/handandmachine.org\/classes\/computational_fabrication\/wp-json\/wp\/v2\/tags?post=7090"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}